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Mighty Math is a collection of six educational video games for the Windows and Macintosh platforms, developed and published by Edmark software. As the title indicates, the games are heavily oriented on mathematics. Two of each games cater for different age groups with fitting content.
Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.
A version of a counting game "ink-a-dink" features in the Seinfeld episode "The Statue." [6] The relevant scene includes a discussion between the characters of Jerry and George if the person who is "it" is the "winner" or the "loser": JERRY: Alright, let's go. Hey, you know, you owe me one. GEORGE: What? JERRY: The Ink-a-dink.. you were It.
Team Umizoomi is an American live-action and animated musical preschool children's television series created by Soo Kim, Michael T. Smith, and Jennifer Twomey, and developed by Teri Weiss for Nickelodeon and the Nick Jr. Channel. Twomey and Kim additionally serve as executive producers, and Kim also serves as a producer with Smith and Marcy ...
Sesame Street: Cookie's Counting Carnival is a Sesame Street video game developed by American company Black Lantern Studios, released on October 19, 2010, from Warner Bros. Interactive Entertainment for the Microsoft Windows, the Wii, and Nintendo DS. [1]
The video-game series was produced concurrently with a TV series of the same name, with characters and voice actors from the show. In each game, Madeline guides the player through educational mini-games. Activities include reading comprehension, mathematics, problem-solving, basic French and Spanish vocabulary, and cultural studies. Each game ...
Educational Toy Money c.1890. Educational Toy Money (also titled Bradley's Toy Money, Toy Money, and Bradley's Toy Money Complete with Game of Banking), is a set of play money that was first produced by the Milton Bradley Company in 1877. It was valued as an educational tool in the United States for several decades, and Milton Bradley continued ...
The game was the 8th top-selling educational software across nine retail chains (representing more than 40 percent of the U.S. market) in the week ending on January 10, 1998. [4] A March article said the game finished at number 14 in a ranking of the ranking of best-selling educational software. [ 5 ]